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The Alternate File Loader (aka "The Clone Engine")

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Smash Lord

Okay, so I spent a while working away at this and figuring it all out in my head. The potential is limited, but this will buy time. Any additional features are far beyond my capability, but I'm sure eventually someone will attain them.

Whereas normally a texture or data .pac is loaded from /private/wii/app/RSBE/pf/... (/fighter/ or /stage/), this code changes the /pf/ directory to another one of the user's choice when a set of conditions are met. Thus, in order to use this code, you should place alternative replacement files you wish to use in another directory with a similar path. /pf/ can be changed to any other two-character name. For example, I may choose to load my alternate files from /private/wii/app/RSBE/lm/. Note that apart from this change of the /pf/ folder, the remaining file structure is the same, including the name of the replacement files.

For this code to operate, it is necessary that the File Replacement Code is also active. The code allows you to choose, prior to a game, whether or not you wish to play with an alternate data or texture .pac file for any character, or an alternate texture file for a stage. In order to choose which alternate files you have active, a data code is used with the following format:

BYTECOUN: This is equal to 10 multiplied by the amount of alternate files you wish to have active. For example, if you wanted to have 5 alternate files, this would take the value 00000050. For more than 9 changes, it is important to remember to count in hex. E.g. 80, 90, A0, B0... F0, 100.

XXXXXXXX: This value is determined by the character you would wish to replace, and is taken from the list below (Thanks to Dantarion):

If you wish to replace a stage texture, this value should always be 45452F53

YY: This is a two digit value determined by the Select Screen slot of the character you are choosing. Because this is chosen by the Select Screen slot, it may vary slightly - for example, if you want a custom Sheik and are using the default Zelda/Sheik slot, you should put the value for Zelda in this section.

The Random value can be used if you want an alternate character to only be accessible by getting them through selecting random. The button activator will still have to be used. If you wish to replace a stage texture, this value can be anything.

ZZZZ: This is a button activator that has to be held for the alternate file to be loaded. You can set up this value by visiting this link and using the bottom tab, "Game Cube Controller Joker Generator". Once you have decided on the button activator, add 80 in Hex to it. If you are unfamiliar with Hex, Calculator will happily do the job for you. It is recommended that you include the A button in your button activator, as it is likely that you will be pressing it at the appropriate moment anyway.

AAAA: This is the Hex-ASCII value of the alternate folder you wish to load files from. You can find a Hex-ASCII translator here. For example, if I decided to place my alternate files in /lm/ instead of /pf/, this would take the value of 6C6D.

Getting it to Work: You should place your alternate files in the directories you decided with the AAAA segment of the data code. Remember that they must still follow the normal file structure, save for the renaming of the /pf/ folder. In order for the replacement to take place in game, you must hold down the button activator at the appropriate times:

For Character Textures or Character Data .pacs: Hold down the button activator as you select the character. If you are changing between textures, hold down the button activator as you swap to your desired texture. Your alternate files will be in use until you de-select your character or texture, including between matches. If you play as an alternate texture one game and do not de-select it, you will be playing the same texture the next game. If you are using an alternate character and another player selects the same character as you, they will also be playing the alternate character. It is not possible to play matches of a character against their alternate version. It is recommended you hold down the button activator until you hear the Wii stop loading.

For Stage Textures: Hold down the button activator as you select the stage (e.g. as the match is beginning). This must be performed every game if you wish to reuse the alternate texture. This is only sensitive to Player 1 holding down the appropriate button.

The release of this code marks my retirement from coding. I hope you all enjoy it. I'm here to answer questions and solve bugs for a little while.

Smash Journeyman

Just 2 questions i want to ask.
1. Will this code boot up from a snapshot or do i need to have it in the original GCT?
2. Do i have to play as the original before i play as the clone like the last one?

EDIT: does this work for multiple alternate pf folders? like, can i have one fitkirby.pac in one alternate folder that's activated by one button combo, and another fitkirby.pac in another folder that's activated by a different button combo?

Smash Ace

EDIT: does this work for multiple alternate pf folders? like, can i have one fitkirby.pac in one alternate folder that's activated by one button combo, and another fitkirby.pac in another folder that's activated by a different button combo?

Smash Lord

Just 2 questions i want to ask.
1. Will this code boot up from a snapshot or do i need to have it in the original GCT?
2. Do i have to play as the original before i play as the clone like the last one?

EDIT: does this work for multiple alternate pf folders? like, can i have one fitkirby.pac in one alternate folder that's activated by one button combo, and another fitkirby.pac in another folder that's activated by a different button combo?

If you are using an alternate character and another player selects the same character as you, they will also be playing the alternate character. It is not possible to play matches of a character against their alternate version.

Smash Champion

Smash Master

I would think that it would be possible, though, Almas. If you used separate controllers, and used different inputs, wouldn't it work? Or would you have to have multiple sd cards for that? which isn't possible, obviously. (pssst can you pleeeease help me with my problem)

Smash Apprentice

Wow, awesome. So at the moment this only supports character and stage textures and pacs, but in the future will it be able to support music as well? Because if that were the case, 1 2G SD card could do anything between unhacked vBrawl, hacked vBrawl, BBrawl, and Brawl+ using Dantarion's loader.

There is no such thing as "the exact same time". One of the players always picks first.

Craeter said:

Wow, awesome. So at the moment this only supports character and stage textures and pacs, but in the future will it be able to support music as well? Because if that were the case, 1 2G SD card could do anything between unhacked vBrawl, hacked vBrawl, BBrawl, and Brawl+ using Dantarion's loader.

I don't intend to update the code to include music, though it is certainly possible.

For those who have joker issues: Simply take the value that the joker gives you, and add 80 to it. Make sure that during the entire calculation period, you are working in hex. The value the joker gives you is in hex. The value you are adding (80) is in hex. You just add them together, staying in hex.

There is no such thing as "the exact same time". One of the players always picks first.

Craeter said:

Wow, awesome. So at the moment this only supports character and stage textures and pacs, but in the future will it be able to support music as well? Because if that were the case, 1 2G SD card could do anything between unhacked vBrawl, hacked vBrawl, BBrawl, and Brawl+ using Dantarion's loader.

I don't intend to update the code to include music, though it is certainly possible.

For those who have joker issues: Simply take the value that the joker gives you, and add 80 to it. Make sure that during the entire calculation period, you are working in hex. The value the joker gives you is in hex. The value you are adding (80) is in hex. You just add them together, staying in hex.

Smash Master

so we cant have marth vs. jin vs. roy battles, but can we at least have marth, roy, and jin all selectable, each in a different folder and activated by a different button combo (or in marth's case, no button)?

Smash Master

Smash Lord

Yes. If you have more than one copy of the same character playing (e.g. more than one Marth), the game only loads Marth's data file once. Since this code intercepts the loading of the data file and replaces it with another one, it can't prevent all the characters from sharing the same data file. The only way to prevent this would be to convince the game that Jin/Roy are in fact different characters. Which is what Phantom Wings is presumably working on.

Smash Apprentice

I'm confused by this part:
BYTECOUN: This is equal to 10 multiplied by the amount of alternate files you wish to have active. For example, if you wanted to have 5 alternate files, this would take the value 00000050. For more than 9 changes, it is important to remember to count in hex. E.g. 80, 90, A0, B0... F0, 100.

Does this mean number of alternate files in total? Like if I want Fighter Kirby, Roy, Mewtwo, and Wisp that would count as 4 so my byte count would be 00000040?

Also, using this code is it possible to have 3 different versions of a character at once? Like if I had Marth in the pf folder, Roy in an lm folder, and Elemental Marth in a gd folder using different buttons for each character?

Finally, what do I do if I want to be able to access these "clones" using alternate controllers? I use the classic controller while my friends prefer the gamecube controller.

Smash Ace

I'm confused by this part:
BYTECOUN: This is equal to 10 multiplied by the amount of alternate files you wish to have active. For example, if you wanted to have 5 alternate files, this would take the value 00000050. For more than 9 changes, it is important to remember to count in hex. E.g. 80, 90, A0, B0... F0, 100.

Does this mean number of alternate files in total? Like if I want Fighter Kirby, Roy, Mewtwo, and Wisp that would count as 4 so my byte count would be 00000040?

Also, using this code is it possible to have 3 different versions of a character at once? Like if I had Marth in the pf folder, Roy in an lm folder, and Elemental Marth in a gd folder using different buttons for each character?

Finally, what do I do if I want to be able to access these "clones" using alternate controllers? I use the classic controller while my friends prefer the gamecube controller.

Smash Apprentice

I did in fact read the whole post. I'm aware that you can't have multiple versions of the character in a match. I'm asking if you can STORE multiple characters at once. For example, if I want Elemental Marth to be triggered by L while Roy is triggered by R.